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Cross application asset Cross application asset creation for Lair: From creation for Lair: From characters to Clouds characters to Clouds Mark Teare Mark Teare Session Overview Session Overview The transition to next gen brought with it


  1. Cross application asset Cross application asset creation for Lair: From creation for Lair: From characters to Clouds characters to Clouds Mark Teare Mark Teare

  2. Session Overview Session Overview � The transition to next gen brought with it The transition to next gen brought with it � many new challenges in asset creation, many new challenges in asset creation, this course will cover using all of the tools this course will cover using all of the tools an artist has to creatively and efficiently an artist has to creatively and efficiently solve these problems and develop new solve these problems and develop new asset specific workflows that can be asset specific workflows that can be integrated into the pipeline. integrated into the pipeline.

  3. Assets Discussed Assets Discussed � Mokai Mokai Pikeman Pikeman. . Quick yet dynamic normal maps on � Quick yet dynamic normal maps on objects with rigid parts. objects with rigid parts. � Floating Rocks. Floating Rocks. Rapid creation of many realistic � Rapid creation of many realistic looking rocks. looking rocks. � Coral Snake. Coral Snake. Fast creature modeling workflows. � Fast creature modeling workflows. � Trees. Trees. Realistic next � Realistic next- -gen lowest poly trees. gen lowest poly trees. � Dimensional Texture Maps. Dimensional Texture Maps. Quick and easy � Quick and easy cube and volumetric maps. cube and volumetric maps.

  4. Why solve problems like this? Why solve problems like this? � Efficiency. Using key features from all Efficiency. Using key features from all � available “ “applications applications” ” allows for quicker allows for quicker available workflow. workflow. � Trouble shooting. I find moving geometry Trouble shooting. I find moving geometry � between applications exposes problems in between applications exposes problems in the geometry. the geometry. � Fun. Tackling a new problem and finding Fun. Tackling a new problem and finding � solutions as well as learning new software solutions as well as learning new software is fun and keeps us current. is fun and keeps us current.

  5. “applications applications” ” “ � Applications covered are mostly software but Applications covered are mostly software but � certain assets and team members may benefit certain assets and team members may benefit from moving the asset in and out of the from moving the asset in and out of the computer. computer.

  6. Mokai Pikeman Pikeman Mokai � game model with hard surfaces into Z game model with hard surfaces into Z- -brush to brush to � produce highly dimensional normal map. produce highly dimensional normal map. � Max smoothing features Max smoothing features � � Zbrush reconstruct subdivide Zbrush reconstruct subdivide � � Zmapper Normal Map creation features. Zmapper Normal Map creation features. �

  7. Foating Rocks Rocks Foating � Rapid creation of realistic looking rocks. Rapid creation of realistic looking rocks. � � Max Modeling and UVing Max Modeling and UVing � � Zbrush displacement and modeling Zbrush displacement and modeling � � Deep UV relax Deep UV relax � � transfer new UVs to existing Zbrush model transfer new UVs to existing Zbrush model � � XSI reduce polygons XSI reduce polygons � � Maya export to game Maya export to game �

  8. Coral Snake Coral Snake � Fast creature modeling workflows. Fast creature modeling workflows. � � Blocking in max. Blocking in max. � � Edgeloop Edgeloop modeling with Polyboost. modeling with Polyboost. � � Quick normal maps from Zbrush. Quick normal maps from Zbrush. � � Mesh deformers to hide repeated geometry. Mesh deformers to hide repeated geometry. �

  9. Trees Trees � Realistic next Realistic next- -gen lowest poly trees. gen lowest poly trees. � � Max/Maya projection texture baking. Max/Maya projection texture baking. � � Tiling Tiling normalmap normalmap in Zbrush. in Zbrush. �

  10. Dimensional Texture Maps Dimensional Texture Maps � Quick cube and volumetric maps. Quick cube and volumetric maps. � � Cube Maya create geometry, Body Paint on geometry, Max Cube Maya create geometry, Body Paint on geometry, Max � bake to new UV set, Photoshop automatic cutting and saving bake to new UV set, Photoshop automatic cutting and saving of files of files � Vol. Max and Zbrush modeling, Max special file to create Vol. Max and Zbrush modeling, Max special file to create � textures from 3d shape, Photoshop scripts to assemble edit textures from 3d shape, Photoshop scripts to assemble edit and save out files and save out files

  11. Tips Tips � Get every piece of software available. Get every piece of software available. � Even a trial to see the features. Floating Even a trial to see the features. Floating licenses are great. licenses are great. � Become friends with experts in packages Become friends with experts in packages � you don’ ’t know as well and people who t know as well and people who you don can write code/tools for the package your can write code/tools for the package your company uses. company uses. � Don Don’ ’t be afraid to try a new ideas, if they t be afraid to try a new ideas, if they � seem to extreme or risky be sure to test seem to extreme or risky be sure to test them in the simplest/cheapest way first. them in the simplest/cheapest way first.

  12. Open forum to discuss user Open forum to discuss user solutions and questions solutions and questions Special Thanks… Dona Kim Teare Matthias Worch Julian Eggebrecht Danny Lei Anthony Rivera Alessandro Briglia Florian Sauer Owens Rodrigues Kevin Lanning and Jerry O'Flaherty Andrea Blasich Wayne Lo Goat hoof

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